Well, don't do this, i know you want to do create some RAM space but not only you're messing up with the ROM addressing you're also wasting pointless ROM space ... just use the .RAM syntax from PMAS 0.20: .ram labelName numBytes, you can find being used nearly the top of your own source code!

No need to define any of that... those type of constants already exist in "pm_init.s", in fact that file contain ALL low-level stuff you need, just search in there... Are you using the latest version from my v0.60 dev package btw?
Using the original constant names in "pm_init.s" will be more helpful if you're using PokeMini Debugger to debug your game too.

I don't know where you got that "pmio.asm" but if that file only have hardware register names then it's a completely pointless file, like i've said earlier: "pm_init.s" contains all low-level definitions you need.

Finally, don't forget to rename the cartridge name on the pm_header macro at the very top, the name SHOULD be 12 ASCII characters exactly, in case you didn't knew that macro creates the ROM header, interrupts and an entry point that jump to "main" so there's no need to reloc anything, it creates all the backstage magic for you.

It's been a few days. I added the snail enemy in. Mr. Snail doesn't move at all, but I plan to make him move, faster as the game progresses, the point being avoiding the snail while getting the lightning bolts that pop up.

It helps a lot. Thank you so much! Here is a first attempt of making some Kangaskhan sprites. It's tough getting such a detailed character down to 16x16 size! What I was thinking of doing was making a Doodle Jump-type game with this Pokemon with "random" platform placement (or as random as you can get on a Pokemon Mini.)